Warhammer 40,000: Inside the Grimdark Galaxy


“In the grim darkness of the far future, there is only war.”

Warhammer 40,000—usually shortened to Warhammer 40K, 40K, or simply Warhammer—is a science-fiction miniature wargame and one of modern pop culture’s largest shared fictional universes. Built around the famously bleak promise that “In the grim darkness of the far future, there is only war,” it imagines humanity in the 41st millennium: still alive, but reduced to a decaying, fanatical, militarized empire fighting an endless conflict against aliens, demonic powers, and its own self-destructive instincts.

What began in 1987 as a strange, punk-inflected tabletop release has become a global entertainment property spanning miniatures, novels, comics, animation, video games, audiobooks, collectible figures, apparel, and planned screen projects. Its strength is that it works on several levels at once: it is a tactical game, an art-and-modeling hobby, an enormous science-fiction mythology, a cosmic-horror setting, a military epic, and a satire of authoritarianism pushed so far that it becomes monstrous.

From Rogue Trader to a Global Hobby

Warhammer 40K emerged from Games Workshop’s earlier success with Warhammer Fantasy Battle. Founded in the United Kingdom during the 1970s, Games Workshop began as a hobby company concerned with mail-order games, tabletop role-playing games, and miniatures. After the release of Warhammer Fantasy Battle in 1983, the company developed a science-fiction counterpart: Warhammer 40,000: Rogue Trader, released in 1987. Games Workshop identifies that launch as a major turning point and says the game rapidly became the world’s most popular wargame.

The original Rogue Trader was far stranger and less regimented than modern 40K. It was part skirmish game, part tabletop role-playing game, and part open-ended science-fiction sandbox. Players might command a small expedition of explorers, mercenaries, aliens, mutants, pirates, or Imperial agents rather than the large armies associated with the game today. The rules encouraged improvisation, scenario-building, character creation, and the invention of bizarre corners of a hostile galaxy.

Its titular Rogue Traders were Imperial explorers and licensed opportunists: merchants, colonizers, diplomats, archaeologists, and private adventurers granted authority to travel beyond the Imperium’s established borders. That concept captures early 40K’s loose, exploratory spirit. The setting was a collage of pulp adventure, cosmic horror, war fiction, medieval religious imagery, dystopian bureaucracy, science-fiction clichés, and black comedy.

As later editions arrived, Warhammer 40K increasingly became an army-scale miniature wargame. Players began building forces around recognizable factions, leaders, squads, vehicles, and monsters. They buy unpainted plastic or resin kits, assemble them from separate parts, customize their weaponry and colors, paint them, and deploy them on terrain-filled tables.

A game may involve infantry formations, tanks, artillery, giant psychic creatures, alien swarms, aircraft, war machines, and genetically engineered super-soldiers. Dice resolve shooting, melee attacks, armor saves, morale, special abilities, and unpredictable battlefield events. Rulebooks and faction codexes provide the mechanical framework, but the miniatures remain the true center of the hobby. They are game pieces, collectible objects, art projects, and physical embodiments of the fiction.

A Universe Built From Influences

Part of Warhammer 40K’s longevity comes from its deliberately hybrid nature. It was never built from one source, genre, or artistic philosophy. It is a science-fantasy setting assembled from decades of literature, comics, horror, military fiction, mythology, history, tabletop gaming, heavy-metal album art, and British satire. Its most distinctive achievement is not inventing every ingredient from scratch; it is fusing familiar influences into a universe with an immediately recognizable voice and aesthetic.

Frank Herbert’s Dune is among the clearest and most consequential influences. Dune supplied a model for science fiction that felt ancient, religious, feudal, ecological, political, and mythic all at once. The 40K Emperor shares obvious conceptual territory with Leto Atreides II, the transformed ruler at the center of Herbert’s God Emperor of Dune. Rick Priestley has explicitly compared the Emperor to Leto, noting the shared notion of a ruler defined by long-term sacrifice and an individual transformed into a reluctant or burdensome deity.

The influence appears throughout 40K’s structure. The title “God-Emperor,” the use of “lasgun,” the importance of interstellar navigation, the dangers of psychic power, and the notion of a galaxy shaped by feudal houses, religious institutions, and decaying imperial authority all evoke the imaginative territory Herbert helped popularize. The Imperium is not a direct copy of Herbert’s Imperium, but it channels the same sense of vast history and civilizational exhaustion: humanity has conquered the stars, yet has become trapped by the systems it created.

Dune also helps explain why 40K feels less like sleek technological futurism and more like a medieval empire projected into space. The Imperium has spaceships, energy weapons, genetic engineering, and interstellar travel, but it is socially structured around dynasties, priesthoods, hereditary institutions, sacred relics, and ritualized warfare. A starship captain can wield authority like a feudal noble; a machine-priest can treat a computer system as a holy object; an entire planet can be governed according to rules that resemble an exaggerated mixture of medieval monarchy, colonial empire, and religious absolutism.

Robert A. Heinlein’s Starship Troopers also looms behind the setting, especially in its militarized future, armored infantry, planetary invasions, and questions about citizenship, duty, service, and the relationship between soldiers and the state. The Space Marine may not be a direct lift from Heinlein’s mobile infantry, but 40K shares the image of heavily armored future soldiers descending into hostile worlds as humanity’s elite warriors. The major difference is tonal. Heinlein’s novel is explicitly invested in debating civic responsibility and military service; 40K turns militarized citizenship and state power into a far more excessive, terrifying, and baroque nightmare.

The roots of Chaos reach deeply into the work of Michael Moorcock, especially the Elric stories, the broader Eternal Champion cycle, and Moorcock’s recurring tension between cosmic order and cosmic chaos. Priestley has said that Realm of Chaos, a foundational early Warhammer supplement, drew inspiration from Moorcock’s fiction. Moorcock’s influence can be felt in Warhammer’s willingness to treat Chaos as more than generic evil. It is a metaphysical force of mutation, temptation, instability, transformation, corruption, and destructive freedom.

The Chaos Gods of 40K are not simply demons waiting outside reality. They are entities shaped by mortal emotion and civilization’s psychic debris. Rage creates Khorne, ambition feeds Tzeentch, despair strengthens Nurgle, and obsession empowers Slaanesh. That fusion of cosmic mythology and inner human failing is distinctly Moorcockian in spirit, even as 40K develops it into a universe of its own.

Walter M. Miller Jr.’s A Canticle for Leibowitz is another key lens through which to understand the Imperium. Miller’s post-apocalyptic novel imagines a future in which religious custodians preserve fragments of lost knowledge after civilization collapses, often without fully understanding what they have saved. The Adeptus Mechanicus—the techno-priests of Mars—operates on a grandiose science-fiction version of that principle. It preserves ancient technologies, treats machines as sacred, seeks lost artifacts, and often turns scientific understanding into religious ritual.

The Imperium’s relationship with technology is therefore central to its tragedy. Humanity possesses equipment advanced beyond anything available in the present day, yet much of that knowledge has been forgotten, distorted, or rendered taboo. A machine can be repaired through liturgical procedure. A blueprint can be treated like scripture. Innovation can be regarded with suspicion because it threatens inherited dogma. A Canticle for Leibowitz offers one important ancestor for that image of civilization after knowledge has become relic, ritual, and superstition.

John Milton’s Paradise Lost also echoes through 40K, most strongly in the story of the Emperor, his Primarch sons, and the Horus Heresy. The broad outline has unmistakable Biblical and Miltonic flavor: a father figure of immense authority creates near-divine sons; his favored son falls into rebellion; a vast heavenly order is split by betrayal; the resulting war reshapes creation; and the remnants of the fallen become demons or devils waging eternal war against their former kin.

Horus Lupercal is not simply Satan, and the Emperor is emphatically not a straightforward God figure. 40K is too morally compromised for that kind of clean analogy. The Emperor can be visionary, tyrant, savior, manipulator, father, failed reformer, and imprisoned god all at once. Yet the emotional architecture is Biblical: the fall of beloved sons, the tragedy of betrayal, the creation of a false church around a broken father, and the transformation of rebellion into eternal damnation.

British comics are just as important as canonical science-fiction novels. The influence of 2000 AD—especially its anarchic, darkly comic, satirical approach to dystopia—helps explain 40K’s original voice. Judge Dredd offered a future city-state defined by absurdly authoritarian law enforcement, brutal social control, violence, and exaggerated fascistic spectacle. The comic’s writers and artists mixed dystopian science fiction with satire and a distinctive, sometimes savage sense of humor.

That sensibility can be found in 40K’s hive cities, the planet-sized urban slums and industrial nightmares where billions live under crushing conditions. It can be found in the Adeptus Arbites, the Imperium’s heavily armed enforcers; in the Inquisition’s secret-police authority; and in the setting’s fascination with rules so vast and convoluted that they become a form of madness. If Dune helped give 40K its mythic science-fantasy scale, 2000 AD helped give it its dystopian absurdity and its willingness to make political cruelty both horrifying and grotesquely ridiculous.

The Grim Darkness of Humanity

The universe of Warhammer 40K is set roughly 38,000 years in the future, during the 41st millennium. Humanity once spread across the stars during a technological golden age, but that civilization collapsed under the weight of war, artificial intelligence, psychic catastrophe, isolation, and rebellion. By the present-day setting, human worlds have been reassembled into the Imperium of Man, an unimaginably vast empire that is too decentralized, bureaucratic, and dangerous to be fully governed.

The Imperium is humanity’s main shield against extinction, but it is also one of genre fiction’s most oppressive regimes. It is a theocracy governed through censorship, terror, war, forced labor, religious obedience, and endless sacrifice. Its authorities routinely destroy entire populations to stop the spread of Chaos, mutation, rebellion, or alien influence. Its citizens are taught to fear difference and accept death in the Emperor’s service as the highest possible duty.

At the center is the Emperor of Mankind. Long ago, the Emperor was an active psychic ruler who attempted to unite humanity under a secular, rational Imperium. Following the catastrophic civil war known as the Horus Heresy, he was mortally wounded and placed upon the Golden Throne, a colossal life-support device on Terra—the future Earth. Ten thousand years later, he is physically inert, sustained by immense sacrifice, but is worshipped as a literal god by trillions of Imperial citizens.

The irony is crucial: the Emperor’s earlier project was hostile to religion, yet the civilization founded in his name has turned him into the center of a fanatical state faith. His dead or dying body has become a symbol that justifies absolute obedience, endless crusades, censorship, and the persecution of anyone defined as impure or disloyal.

The galaxy is connected by the Warp, a parallel psychic dimension used for interstellar travel and communication. But the Warp is unstable, dangerous, and shaped by mortal thought and emotion. It is home to Chaos, a supernatural force embodied by four great gods:

  • Khorne, the god of rage, war, slaughter, blood, and martial violence.
  • Tzeentch, the god of change, sorcery, mutation, ambition, manipulation, and conspiracy.
  • Nurgle, the god of plague, decay, despair, entropy, and grim endurance.
  • Slaanesh, the god of obsession, pleasure, excess, perfection, sensation, and self-destruction.

Chaos is both an external threat and an internal consequence. It feeds on the fear, pain, rage, greed, and desperation of sentient life. The more brutal and hopeless the galaxy becomes, the stronger Chaos becomes. This makes the universe a self-perpetuating tragedy: the Imperium commits atrocities to preserve itself, but its cruelty produces exactly the despair and violence upon which its greatest enemy thrives.

Fascism, Satire, and the Imperium

Any serious account of Warhammer 40K has to address the politics embedded in the Imperium of Man. Its authoritarian, fascistic, xenophobic, ultra-nationalist, and theocratic character is foundational to the setting. It is not a decorative aesthetic applied to otherwise uncomplicated heroes. The Imperium is a nightmare-state built from state violence, militant conformity, religious terror, permanent war, enforced ignorance, and the idea that collective survival excuses every atrocity.

The Imperium’s language is full of concepts familiar to real-world authoritarian movements: purity, loyalty, unity, sacrifice, tradition, enemies within, enemies without, obedience to sacred authority, and extermination of the “other.” Aliens are not merely rivals but existential contaminants. Mutants are treated as proof of corruption. Heresy is not a disagreement but a disease. Citizens are expendable resources in a war machine. The state is sacred; doubt is treason.

But that is not an invitation to admire the Imperium. Its grotesque political logic is part of the property’s original satirical foundation. The early Rogue Trader era was shaped by the same punk, anti-establishment, dystopian, and satirical energy that ran through much British genre culture during the 1980s. Its creators were working against the backdrop of Thatcher-era Britain, a period of profound political conflict over nationalism, policing, class, militarism, organized labor, public institutions, and the treatment of dissent.

The broader Warhammer line occasionally made that influence explicit. The 1986 campaign The Enemy Within, written for Warhammer Fantasy Roleplay, included Empress Magritta/Magraritha as a pointed satire of Margaret Thatcher, while its title echoed Thatcher’s notorious rhetoric about “the enemy within.” It would be simplistic to reduce the whole of 40K to a single anti-Thatcher allegory, especially after decades of expansion under many writers. Yet the setting’s foundational instinct was to take authoritarian rhetoric and imperial fantasy to ridiculous, horrifying extremes.

The Imperium is the ultimate in-joke about the bankruptcy of those ideas. It asks what would happen if every authoritarian fantasy—racialized or species-based purity, sacred hierarchy, militarized masculinity, obedience, nationalism, fear of outsiders, religious certainty, and expansion through force—were granted total control over a galaxy for ten thousand years. The answer is not a stable civilization. It is stagnation, paranoia, ignorance, endless violence, and a government that can preserve life only by making life unbearable.

This is why far-right and fascistic bad-faith actors who try to claim the Imperium as an ideal are missing the point, whether unintentionally or deliberately. They see its armored soldiers, skull-covered banners, huge weapons, slogans about purity, and worship of the God-Emperor as an image of restored order. Yet 40K frames the actual consequences of this “order” as horrific: worlds burned clean, populations sacrificed, dissidents tortured, knowledge lost, and humanity spiritually hollowed out.

Games Workshop has directly addressed real-world prejudice and fascist appropriation in its community. It stated that it would “never accept nor condone any form of prejudice, hatred, or abuse,” described the Imperium as driven by hatred and extreme xenophobia, and declared: “The Imperium is driven by hate. Warhammer is not.” The company also stated that people displaying real-world hate symbols or behaving in discriminatory ways are not welcome in official stores, events, or the Warhammer community.

The satire can become complicated because Warhammer 40K is made to be visually spectacular. It sells massive armored warriors, cathedral-sized starships, gigantic tanks, heroic last stands, and grandiose military imagery. A Guardsman defending civilians or a Space Marine holding a city against monsters can still be brave. Individual courage is real within the fiction. But the heroic action of a character should not be confused with moral endorsement of the system that character serves.

A good way to understand the setting is to distinguish people from institutions. A soldier can be selfless; the empire can remain monstrous. A Space Marine can save a planet from Tyranids; the Imperium can still be a fascistic theocracy. The tragedy is that many of the setting’s protagonists have been born into conditions where brutality is taught as necessity and alternatives appear impossible.

Factions, Heroes, and Horrors

The most famous force in Warhammer 40K is the Adeptus Astartes, better known as the Space Marines. They are genetically engineered, heavily indoctrinated super-soldiers created from the genetic legacy of ancient demigod generals. Organized into independent Chapters rather than massive unified legions, Space Marines are the Imperium’s elite shock troops—the “Angels of Death.”

The Ultramarines are disciplined and highly organized warriors with Roman-style military and civic imagery. The Blood Angels are noble heroes afflicted by a hereditary thirst for bloodshed. The Dark Angels are secretive knightly warriors haunted by ancient betrayal. The Space Wolves use Viking and Norse mythic imagery, while the Black Templars are crusading religious zealots who embrace the Imperium’s faith with particular intensity.

The Imperium is much more than Space Marines. The Astra Militarum, also called the Imperial Guard, consists of ordinary human soldiers confronting impossible threats with rifles, tanks, artillery, discipline, and numbers. The Adeptus Mechanicus are the cybernetic techno-priests of Mars who preserve and worship ancient machines. The Adepta Sororitas, or Sisters of Battle, are armed warrior-nuns who serve the Imperial faith. The Inquisition hunts heresy, alien infiltration, rogue psykers, and Chaos cults with nearly unlimited authority. The Adeptus Custodes are the Emperor’s golden-armored bodyguards, while the secretive Grey Knights specialize in combating daemons.

The main human enemy is Chaos, and its most iconic servants are the Chaos Space Marines—the descendants of legions that rebelled against the Emperor during the Horus Heresy. The disease-ravaged Death Guard serve Nurgle. The occult Thousand Sons serve Tzeentch. The berserk World Eaters serve Khorne. These factions illustrate one of the franchise’s recurring themes: virtues such as courage, ambition, loyalty, knowledge, and strength can be warped into fanaticism, cruelty, obsession, and self-destruction.

The xenos factions are equally essential. The Orks are massive green war-addicts who find genuine joy in combat, making them one of the setting’s strangest blends of comedy and menace. The Aeldari, formerly called Eldar, are an ancient psychic species divided among multiple societies, including the nomadic Craftworld Aeldari and the sadistic Drukhari raiders. The Necrons are ancient machine dynasties awakening from tomb worlds to reclaim a galaxy they believe belongs to them. The T’au Empire is technologically advanced and organized around the “Greater Good,” but its rhetoric of unity also hides coercion, surveillance, and imperial expansion.

The Tyranids provide the setting’s purest form of cosmic horror. They are an extragalactic hive species controlled by the immense Hive Mind. They do not want land, gold, ideological victory, revenge, or diplomacy. They consume worlds for biomass. A Tyranid invasion strips a planet of plants, animals, people, oceans, and every possible usable resource. Their advance is often prepared by Genestealer Cults, which infiltrate human societies, breed hybrid populations, incite rebellion, and prepare entire worlds to be devoured.

The Horus Heresy and Mainstream Rise

The foundational historical event in Warhammer 40K is the Horus Heresy, a galaxy-wide civil war that occurred ten thousand years before the main setting. In humanity’s earlier period of expansion, the Emperor launched the Great Crusade, a campaign to reunite scattered human worlds beneath a secular Imperium. To command his armies, he created twenty Primarchs, superhuman sons and generals whose genetic material was used to create the original Space Marine Legions.

The Emperor’s favored son was Horus Lupercal, whom he named Warmaster. Horus was manipulated and corrupted by Chaos, then led roughly half of the Space Marine Legions in rebellion against the Emperor. The father-and-son imagery echoes Paradise Lost and Biblical tales of rebellion, but 40K gives it a brutally ambiguous twist: the Emperor is not a blameless divine father, and his rebellious sons are not united by a coherent moral cause. The war is a catastrophe born from pride, secrecy, ambition, manipulation, and the failure of a ruler who tried to shape humanity’s future through absolute control.

The Heresy ended during the Siege of Terra. The Emperor confronted Horus aboard the traitor’s flagship and destroyed him, but received mortal wounds in the process. The Emperor’s survival on the Golden Throne saved humanity from immediate collapse, yet it also ensured that the Imperium would spend the next ten thousand years worshipping a broken relic instead of realizing the future he claimed to seek.

The Horus Heresy became one of the franchise’s largest literary projects through the expansive The Horus Heresy novel series, and its ancient battles now form the basis of the dedicated tabletop game Warhammer: The Horus Heresy. Its impact explains nearly every major feature of modern 40K: the division of Space Marines into Chapters, the hatred between loyalists and traitors, the divinity of the Emperor, and the Imperium’s permanent paranoia about betrayal.

For decades, Warhammer 40K was huge within hobby culture but comparatively specialized in wider popular culture. Its mainstream growth accelerated through video games, online miniature-painting communities, audiobooks, social media, and increasingly polished adaptations. Relic Entertainment’s Warhammer 40,000: Dawn of War helped establish the setting as a major PC strategy property after its 2004 release. Later games such as Warhammer 40,000: Space Marine, Warhammer 40,000: Darktide, Warhammer 40,000: Rogue Trader, and Warhammer 40,000: Space Marine 2 made the franchise accessible to people who may never have collected miniatures.

Black Library, Games Workshop’s fiction label, also made the setting more accessible by turning its lore into character-driven stories. Eisenhorn works as a detective thriller and political mystery centered on the Inquisition. Gaunt’s Ghosts follows ordinary soldiers through the machinery of Imperial war. Ciaphas Cain brings a more comic, self-aware perspective to the setting. The Horus Heresy transforms the franchise’s oldest backstory into a vast tragic saga.

The move toward television and animation marks the clearest mainstream expansion yet. Secret Level featured a Warhammer 40,000 animated episode in 2024, while Amazon MGM Studios, Blur Studios, and Games Workshop are developing a larger animated project connected to the Deathwatch. Henry Cavill is attached as an executive producer and is also associated with Amazon’s developing live-action Warhammer 40,000 project.

Ultimately, Warhammer 40K has endured because it is not merely a franchise about powerful soldiers and giant battles. It is a gigantic, flexible setting that can support military tragedy, gothic horror, cosmic horror, detective stories, religious dystopia, dark comedy, political intrigue, space opera, and apocalyptic adventure. Its most enduring insight is that a civilization cannot build genuine security through hatred, obedience, and endless war. In Warhammer 40K, those ideas do not create order. They create the grim darkness from which no one can escape.

Moments #28: Jake and Max


These two dolls are named Jake and Max.  My mom found them for sell at a garage sale, back when I was very little. Jake had shoes.  Max did not.

My mom paid a little over ten dollars for both of them.  After she left them to me, I discovered they are both worth much more.  I don’t think I could ever sell them, though.  They were mom’s favorite dolls and I’ll always give them a home.

A friend of mine once looked at Jake and said, “Burn it!  Burn it with fire!”  How could anyone find Jake or Max to be creepy?

They’re as innocent as can be.

Previous Moments:

  1. My Dolphin by Case Wright
  2. His Name Was Zac by Lisa Marie Bowman
  3. The Neighborhood, This Morning by Erin Nicole
  4. The Neighborhood, This Afternoon by Erin Nicole
  5. Walking In The Rain by Erin Nicole
  6. The Abandoned RV by Erin Nicole
  7. A Visit To The Cemetery by Erin Nicole
  8. The Woman In The Hallway by Lisa Marie Bowman
  9. Visiting Another Cemetery by Erin Nicole
  10. The Alley Series by Erin Nicole
  11. Exploring The Red House by Erin Nicole
  12. The Halloween That Nearly Wasn’t by Erin Nicole
  13. Watchers and Followers by Erin Nicole
  14. Visitors by Erin Nicole
  15. Fighting by Case Wright
  16. Walking In The Fog by Erin Nicole
  17. A Spider Does What It Can by Erin Nicole
  18. Downtown Richardson, In The Rain by Erin Nicole
  19. Me, our kids, and ONCE UPON A TIME IN HOLLYWOOD! by Bradley Crain
  20. The Statues of SMU by Erin Nicole
  21. Exploring the Back Yard Of An Abandoned House by Erin Nicole
  22. The Ugly Old Swing by Erin Nicole
  23. The Fourth of July In My Town by Erin Nicole
  24. A 4th of July Tradition: Blurry Firework Pictures! by Erin Nicole
  25. That Doll by Erin Nicole
  26. Invasion of the Dolls by Erin Nicole
  27. The Dollhouse by Erin Nicole

How to be a fulfilled artist… A Discussion with Tom Abernathy


I’m sitting in my office with the speakerphone on and listening to one of my artistic heroes – Tom Abernathy – speak as his creation The Freak from Destroy All Humans! 2.  Yes, this really happened and it was …. awesome.

Our discussion covers how Tom started his career, his past achievements, and what more he wants to give us.

When I first started speaking with him, I didn’t understand him.  Where was the angst-ridden melancholy that is so familiar in so many artists? Where was the bitterness?  I realized that his artistic process was totally different from that of a TV and movie writer who spends their artistic career in a great deal of isolation punctuated by a team of constructive criticism and clearly defined tasks.  His job touches all facets of the creative process, allowing him to fully realize his creative voice and vision.

Tom’s video game narrative career influenced or decided the dialogue, direction, and casting of many of our most beloved games. His career began in Los Angeles doing coverage – summarizing and reviewing scripts to determine if they were worth making.  He did this job for twenty-five dollars a script.  Through a connection, Joseph Donaldson, Tom was able to get a job writing scripts for Activision Studios.  It was not like today. Tom said, “The writing [for games] was terrible then.”  The video game writing done by the designers and producers who had little need for professional writers at that time.  His first game “Dark Reign 2” did not do well and Tom’s future as a professional game writer was uncertain.  However, something occurred in 2004 that made him eagerly look for work in TV, Film, or Games – he had a baby on the way.

Once again, Joseph Donaldson pushed Tom’s name forward as the head writer.  This was for Destroy All Humans!, a Mars Attacks set in the 1950s where you played the Alien Invader.   Tom had a unique take on both the people who inhabited the world and the Hero of the game – Crypto.

Tom brought the satirical humor to DAH!  Tom created the premise that “the 50s were Ward and June Clever and Eisenhower exterior, but everything going on in their minds must be depraved and wild.” Since Crypto was able to read minds, as he leveled towns and harvested human brains, we got to read and hear the unspoken, providing both comic relief and clues to completing missions.  He wanted Crypto to be “two parts Jack Nicholson and one part Charlton Heston.”

This was revolutionary because unlike the characters in “Doom” and other FPS, Crypto had a personality and a story.  Although Crypto would be insulted to read this, he had real humanity.  This will shock many fans, but “the original [Crypto voice] had a stilted tone like the 50s saucer movies”.  YIKES!   Tom wanted Crypto to be a “cowboy walking id, very American individualist.”  Therefore, it was “Jack Nicholson for id and Charlton Heston for cowboy.” He continued.  “[Crypto] needed the pomposity of Charlton Heston, [he] needed arrogance/confidence with swagger like Soylent Green. TOUGH!”

What was Tom’s role besides being the writer?  Were people lording over him? How much freedom did he have?  It turns out that he had A LOT of artistic control.  Why? “The [game developers] were in Brisbane and [he] only interacted with them by phone and email.”  Therefore, the geographic separation allowed Tom to have immense creative influence that would not have been afforded to him otherwise.  For example, Tom knew what he wanted Crypto to sound like and Tom was able to do the casting.  Yes, creatives – he got to do the casting.

DAH!2 Crypto was pitched as a James Bond/Austin Powers.  There was a pause in the discussion and I had to ask about The Freak and if it was true that he was the voice?  Yes!!! “The voice director, Doug Carrigan, and I realized that, in all our months-long work to get the important parts cast and recorded, there was one reasonably significant role we had totally forgotten about: The Freak. [We] were out of money and time, we had no choice but for me to hop in the booth and perform The Freak myself in what was probably the final 15 minutes of the entire series of recording sessions.  Apologies to Bobcat Goldthwaite; I had zero time to come up with an original take on the character, so I just decided to commit to the idea of Goldthwaite on a really bad acid trip.”  Yes, he did the voice for me and it was …. EPIC!!!

I asked him about the DAH!2 side missions.  “Leanne Taylor did a ton of work [assigned] late in production.”  Leanne Taylor – from me- THANK YOU!!!

I asked him about getting Anthony Stewart Head to play Ponsonby, who would’ve been a get for the time.  This was an interesting story because it not only reflected the creative process for a narrative, but also the limits of their power.  Tom had directed and recorded another actor to play Poncenby.  “I had cast an older man who brought out the humor and after he was recorded, THQ UK Marketing emails – “We want you to cast a ‘name’ actor from the UK so we can sell more units over here.”  I was curious as to Tom’s reaction.  “Not great. No one ever bought a game because someone voice acted in it because you don’t see the actors!”

What’s Happening Now?

Infinite-Arms.com

“The story is like Matrix meets Fringe. “There are mechs, known as Metamods, that come in both software and hardware version.  The hardware versions are actual 3-D printed action figures as much as ten or twelve inches tall, with 200 coats of paint and more than 20 points of articulation.” I didn’t really understand this until I watched the above video.  There are toys and a video game component.  In other words, this will be really badass.  Most importantly, “you don’t have to pour tons of money into the game to be successful! Jumo the company behind the game- wants players to get value with or without investing money.” There are RPG components, platform, and toy components!

Given Tom’s track record of bringing story and humanity to games, this will be a MUST BUY for the holidays!

Cheers!

Song of the Day: Untitled Self-Portrait (a.k.a. Batman’s Song) (performed by Will Arnett)


The_Lego_Movie_poster

I don’t know about you but I’m still pretty angry about what happened yesterday when the Oscar nominations were announced.  Seriously, how could The LEGO Movie not be nominated for best animated film?  It’s almost as if the Academy is prejudiced against plastic toys.

*Le sigh*

So, normally, when I talk about The LEGO Movie, I find an excuse to include the video for Everything is Awesome.  

But you know what?

EVERYTHING IS NOT AWESOME!

And today’s song of the day — which is also taken from The LEGO Movie — reflects that point.  As performed by Will Arnett, here’s Batman’s Song (a.k.a. Untitled Self-Portrait.)

All together now…

DARKNESS….

What I Built in My Spare Time


As I point out in nearly every post, I’m not terribly motivated.  I make posts now and again when the inspiration strikes, and while I sometimes wish I were as prolific a writer as others here, I’ve accepted that it’s just not my thing.  Part of my lack of posts is due to me putting in a ton of overtime at my job, and when I’m at home, I find that I just want to sit in peace and quiet, with no TV on, and so no anime DVDs being watched.  But, just sitting and staring blankly at a computer screen is only fun for the first 7 days or so.  After that, I find I need something to occupy my time.  Ever since I was a kid, I’ve always loved Legos.  I had many kits of them, and of course a lot of the fun back then was mixing and matching them to make my own creations.  These days I still love Legos, but they have such amazing kits that I’m quite satisfied building what they show.  In this instance, I really got back into building with Legos a few years ago when I came across a Lego store in a mall.  Never having seen a Lego store before, I went in and was instantly hooked on their Star Wars collections.  I started with the Super Star Destroyer Executor, and haven’t looked back.  The most recent kit that caught my eye was Slave I, which is Boba Fett’s iconic ship.  It was a nearly 2000 piece set, and the final product is about 18 inches tall.  Instead of me rambling on more than I already have, I’ll just let the pictures do the talking.  For the most part every picture is the completion of one bag of parts, of which there were 13.

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Well worth the $200 and 5 or so days (only doing a couple bags per day) it took me, and it’ll look quite nice with the SSD, R2D2, and the AT-AT that I also own.  My only regret is not getting into this much earlier, since there are several limited edition sets that I’ll never realistically own due to their insanely inflated prices.  Yeah, I’m talking to you Ultimate Collector’s Millennium Falcon and your $5,000 price tag.  Could have had you for a mere $500 when you first came out!

WonderCon 2011 One-Day Experience


It’s been awhile since I attended San Francisco’s WonderCon (it used to be held in Oakland until 2001) and on Saturday, April 2, 2011, I was finally able to check it out once again even if just for a day. This trip into The City to attend WonderCon was actually a last minute deal. I actually bought my One-Day Pass from the WonderCon online site just the day before. I usually like to plan these con excursions in advance so I know which panels to visit and how much to bring to spend. Being a last minute decision I didn’t really plan on spending any amount past what I wanted to eat and panels ended up just being the ones WonderCon had lined-up for upcoming films.

I took BART into the city around 9:30AM and arrived at the Moscone Center South building around 10:20 or so to pick-up my badge. Unlike my experience at Anime Boston 2008 and Anime Expo 2010, getting my badge (even just a one-day one) was pretty painless. Despite a crowd that was already numbering around 10000-plus strong (in my visual estimation and with unofficial total attendance looking to be as high as 40000+) I got through to the pre-register line in less than 10 minutes just in time for me to begin my walk of the Exhibit’s Hall where the dealer tables and exihbitor’s booth were set-up.

For the next hour or so I just walked around the Exhibit Hall just looking at the items for sale and the many comic book related stuff that I used to collect religiously (the thousands upon thousands of bagged and boarded comic books in my house would attest to zealotry). I was surprised to see a lot more indepedent comic book tables. I was also very surprised to notice that the Marvel and DC booths were smaller than I had anticipated. Maybe the bigger booths for these two giants were being saved for San Diego Comic-Con, but with WonderCon getting bigger and bigger each year I thought they’d at least make an effort.

I was very surprised to notice that at least a quarter of the dealer’s tables were dedicated to anime and manga related items. One dealer’s table (more like a booth actually) was all about Gundam and other mecha kits). If I had actually planned ahead for this convention I definitely would’ve dropped at least a couple hundred dollars on several model kits I saw which had me drooling. Below are just a few of the kits that I wouldn’t have minded buying.

Once my time walking around the Exhibit’s Hall was done I knew I needed to get in line for the start of the first film panel that was going to be held at the Esplanade Ballroom. I ended up being in the middle pack of the line despite the line already having wound it’s way outside the Center. The Ballroom looked to have enough space and seats to seat 5000-plus attendees. The line was actually organized very well (I think this is where anime cons could take a lesson from the WonderCon and SDCC organizers). No one was complaining as the volunteers manning the line knew how to keep things organized and actually had the info on whether there was enough room in the Ballroom to accomodate everyone.

The first panel was the upcoming Jon Favreau western and sci-fi mash-up, Cowboys & Aliens, which started around 1pm. There was none of the cast on-stage, but writer-proder Robert Orci and the director himself, Jon Favreau were in attendance. One thing which Favreau said to start off the panel which I (and probably some of the many veteran con attendees) agree on was how WonderCon was beginning to become a major stopover for film studios wanting to promote their big tentpole, genre films.Once the initial talk was over and done with Favreau announced to the crowd that we would be seeing a WonderCon-exclusive 9-minute footage that will never be shown elsewhere with scene that will only be seen once the film was out. This got a huge positive response from the crowd and the footgae didn’t disappoint. It had the right amount of seriousness to the scenes with enough comedy from how these Western-period characters were reacting to a sudden invasion of cosmic proportions.

The rest of the film panels I was able to see were the one’s for the upcoming films Hanna and Immortals. The former had director Joe Wright and the film’s titular star, Saoirse Ronan (who was quite the charming Scottish lass and decided to wear a Wonder Woman tee for her very first comic book convention) on-stage talking about the film. This panel was actually quite good in that several clips from the film were shown to highlight some of the ideas and themes Wright was going for. One thing which got a loud response (positive it seems) was how Wright and Ronan wanted Hanna to showcase the idea of girl empowerment through their use of their minds instead of falling back on Hollywood’s idea of hypersexuality as the one and only way to empower females. To say that Joe Wright didn’t agree with Zack Snyder’s attempt at girl empowerment would be an understatement. I don’t agree with his entire explanation, but then again I don’t think he’s seen Sucker Punch so he’s basing it on the promotional materials.

Tarsem Singh’s Immortals would be the last panel I would see and the film definitely looks to have a 300 vibe to it, but even more fantastical with Greek pantheon getting involved in the matter. A huge response from the female audience roared when the film’s star in Henry Cavill appeared onstage. I like him in Showtime’s The Tudors and still remember him being the young teen in The Count of Monte Cristo, but seeing him onstage made me see what Snyder saw in Cavill. My apprehension in him becoming the next Superman has been tempered now and I hope he does very well in the part.

Well, that final panel ended my day at WonderCon 2011. There were several things I observed which made me hopeful that future WonderCon’s will be something I plan for instead of just trying out. The crowd in attendance by mid-day was bigger than Anime Boston and was almost as large, if not bigger, than Anime Expo 2010. For some the crowd might not have looked that big, but the spacious Moscone Center South building looked as if it could accomodate even more people. The spaciousness of the building allowed for people not to be packed in too tightly while walking around. It is no wonder that Hollywood studios are now seeing WonderCon as an alternate destination, or at least a complementary one, to San Diego Comic-Con to promote their films.

San Diego Comic-Con will always be the big destination but with that event becoming so huge the last half decade other venues became places that could accomodate the studios. One thing I heard people (especially bloggers and entertainment reporters) about San Diego Comic-Con was how many films were being promoted and how those attending looking to write about it could never get to see all of them. This wasn’t the case with WonderCon. Everyone who got into the Esplanade Ballroom could see all the film panels and some never left their chairs once the room opened up.

While a One-Day Pass may seem enough to see all that WonderCon had to offer I think the next time I attend I shall plan ahead and get a 3-Day Pass instead to get the full experience. I will say that this day was a good practice for when I attend Anime Boston 2011 in less than 3 weeks. Here’s to hoping that the organizers of Anime Boston continue to get better with their logistics. As much as I prefer anime and manga to comic books nowadays, the anime/manga convention organizers still have much to learn from the comic book ones in the logistical department. All in all, it was a good time to spend a warm, sunny Saturday.

Oh, while I was walking the Hall I did take a picture of something that I thought Lisa Marie probably would’ve found too cute, but since I decided on not spending any cash at the Hall I didn’t get her an example of Uglydoll:

See you at Anime Boston 2011 next!

Scenes I Love: South Park Makes Handjobs Fun Again


I was first introduced to the Shake Weight by my friend Shaista (who, by the way, is not only really funny and smart but like totally and completely gorgeous too).    At the time, I was telling her about how much I love the Broadview Security Commercial where A.J. attempts to break into a house while the homeowner goes, “A.J?  A.J?”  And while Shaista agreed with me that A.J. was indeed an enigmatic bad boy who played by his own set of rules, she still claimed that the Shake Weight commercial was far more memorable.

When I actually did see the Shake Weight commercial, I found myself staring dumbfounded at the screen.  Finally, I think I managed to say, “Uhmm, don’t they realize that they all look like they’re…”  Well, anyway — instead of me going into all the details, let’s just watch one of the commercials:

Well, yes…other than mentioning that my arms must have been in really great shape back in high school, what can I say about that?  Luckily, I don’t have to say anything about that because last week, South Park said it for me.  Here’s the actual “scene that I love,” the Shake Weight commercial from Creme Fraiche episode of South Park:

By the way,  just to keep things fair, I’d just like to point out that there’s a Shake Weight for Men too. 

My New Friends


Hi.  I just wanted to take a few minutes to introduce everyone to my new friends, Domo and Almighty Cthulhu…

Aren’t they just adorable?  Cthulhu arrives yesterday and Domo showed up earlier today.  They’ve already gotten a chance to meet some of my other friends like the Blues Brothers…

And Virgil The Alien Poet…

Also present was Dr. Zaius…

Dr. Zaius insisted on being accompanied by his personal bodyguard, an old school G.I. Joe.  Pull on Joe’s dog tags and he’ll say something that sounds like, “Brewlughajthghtjewmrehawhah…”  I’m guessing he was a bit more articulate 40 years ago.

Kinky Friedman, who I voted for in 2006 when he was running for governor of Texas, also showed up.  Press Kinky’s back and he says stuff like, “I’m not against the death penalty.  I’m against the wrong person gettin’ executed.”

Last but not least, they were met by Donald Trump.  Push Donald’s back and he’ll say stuff like, “Do you think you’re a good leader?  I don’t.  You let everyone walk all over you and you haven’t taken responsibility for your own mistakes.  For that reason, I’m afraid I have to say, ‘You’re fired.'”  Seriously, he says ALL of that!  Other phrases: “I should fire myself just for having you around” and “Brand yourself and toot your own horn.”

So far, at least, I think Domo is fitting in a little bit better than Cthulhu.  I have a feeling that Cthulhu and Donald Trump are going to end up locking horns because they both like to be in charge.  Me, I’m putting my money on Cthulhu.

Finally, in the end, what else can I say other than thank you to my friend and co-conspirator, R-Lee.  Not only does he allow me to post my random and occasionally heretical thoughts on his site but he’s helped to bring me even closer to almighty Cthulhu. 🙂

A Quickie From Lisa Marie: The Best Freakin’ Commercial Ever!


If you follow me on twitter then you can probably guess what I consider to be “the best freakin’ commercial ever.”  It premiered (in its full form) during the last Super Bowl and it made me smile whenever I saw it on come on TV.  It was a commercial that I loved so much that it took me a few times to realize it was actually selling something (a car, in this instance).  Up until then, I just thought the commercial was a showcase for Sockmonkey and his friend, the freaky little red thing.

I’m speaking, of course, of the Kia Sorrento “How You Like Me Now” ad campaign.

Don’t get me wrong.  I’m not saying you should buy a Kia and this commercial left me with absolutely no desire to trade in my beloved Chrysler Sebring convertible but it did inspire me to order sockmonkeys for myself, my older sister Erin, and my niece Shannon. 

As great as the song (How You Like Me Now, performed by Heavy) is and as much charisma as that little red monster thingee displays, Sockmonkey really is the star of the commercial.  Seriously, I might actually watch the Daily Show if they fired smug, aging badly, oddly devoted to Stephen Colbert, old Jon Stewart and replaced him with tattooed, fast-driving, water-skiing, mad dancing, fast driving Sockmonkey.

(Yes, I said fast driving twice!  Because that monkey really drives fast!  And, uhmm, not because — as some people claim — I have a five-second attention span…)

The last time I saw this commercial, my friend Jeff commented, “I bet that monkey gets a lot of tail.”

“Silly!” I replied, “He’s already got a tail!”

Later, I realized I may have misunderstood his meaning.

(True story)

But anyway, it’s a fun little commercial whether it makes you want to drive a Kia or not.  And, a definite plus, it’s not half as disturbing as those old Calvin Klein jean commercials.

Vocaloid Nenderoid Petit aka J-Crack!


One of my newest obsessions. Newest in that I’ve only started collecting them in the last year or so. My newest obsession feeds the growing otaku growing inside me. This awesome and criminally cute little things are the “nendoroid” line of anime-based figures from Good Smile Company of Japan. This particular group is of the smaller nendoroid petit line and using the Vocaloid characters. Vocaloid is a singing synthesizer application software which has become the rage in Japan and especially those who are very into the anime/manga scene.

These have become the replacement to those damnable Pokemon’s everyone were trying to catch a decade ago. I do believe I’d rather have these than those weird looking critters. So, finally receiving this set in the mail today has made my inner otaku quite happy indeed. >.<